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Table Of Contents
Combining Behaviors and Keyframes
Because it is possible to add keyframes to an object that can already have a behavior (or
many behaviors) applied, these two methods might conflict. For example, you might
apply a Throw behavior toward the upper left, and at the same time add keyframes that
instruct the object to move to the right.
Behavior motion path
Keyframe animation path
The way Motion handles this sort of conflict is to add the instructions together, giving
you a combination of the two sets of instructions. In the above example, the
behavior-driven object moves toward the upper left, but doesn’t get as far, because
keyframes are pushing it in an opposing direction.
Combined animation path
The larger the Throw velocity rate, the more the behavior overpowers the keyframes, and
vice versa.
You can use this method to enhance and control the effects of behaviors. For example,
you can apply a Gravity behavior that causes an object to fall toward the bottom of the
frame, then keyframe the object’s position to move across the screen from left to right.
In this way, you create the effect of the object falling as it moves.
591Chapter 12 Keyframes and Curves